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 Ra(bbi)t Ogre-egghunt

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PostSubject: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeFri 15 Apr 2011 - 11:20

hello all,

as Easter comes closer I'm thinking about playing a easteresque scenario. we will have 4 players.

I'm not really far yet but I thought something along the line: rabbit ogre should hide eggs for the children of mordheim, but unfortunately all the wyrdstone-eggs corrupted him, so he plans to keep all the eggs for himself. The warbands of course could not take this behaviour for an answer! Not that they would care about the children, though... Smile

Rabbit Ogre (rat ogre with green stuff bunny ears or a (very) small choccolate bunny, it's your choice Smile ):

Same as Rat Ogre, but without stupidity and maybe a little stronger, as it should have a similar effect as monster hunt.

Several places on the table (equal to number of players +1?) are marked as potential hiding places of the eggs. A warrior can invest one single turn to search the immediate area for eggs. On a 5+ the search is complete and he finds d3-1 eggs and the counter is removed.

Any model carrying one or more wyrdstone eggs must roll each turn on a d6. on a 1 and 2 the rabbit ogre has been hiding nearby and realised his loss and attacks the model. (place him on any side of the base of the attacked model, maybe after rolling a direction dice to see where the rabbit attacked from).

If the rabbit ogre takes the model ooA (and all the other btb models are at least knocked down), he takes the wyrdstone(s) and disappears again. If another 1,2 is rolled, he appears again and attacks again in the same manner... and so on.

If the rabbit ogre is taken ooA, he drops the wyrdstones he has collected before his last disappearance and the model who did the final blow gains +2 exp. After that, the game continues until all places are searched.

Also does every henchman / hero that carries one or more eggs at the end of the game.

the game ends, when every marked place has been successfully searched or if all but one warband routed. If the rabbit is on the table, he must be killed first or disappear again.


so what do you think so far? any suggestions?

how many egg hiding places will be needed to grant a sufficient reward for 4 players?

how to make sure that the rabbit lasts long enough and is still not too overpowered?
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeFri 15 Apr 2011 - 11:50

I recommend that you make the search the Rat Ogre linked together into the same roll.

Ex. A player can search any building/terrain piece not in a player's deployment zone. Roll 2D6 at the END of the Movement phase to see what he finds.

2-7 Found nothing. This building can't be searched again (or, if you want to be mean, have them find Giant Rats.
8-11 - Found 1 wyrdstone egg (worth 1 counter.) This building can't be searched again.
12 - Found the motherlode, and the angry mother - place the Rabbit Ogre on the board 6" away from your warrior, along with 1D3+1 Counters. If killed, the Rabbit Ogre drops another 1D3 eggs.

If the Rabbit Ogre isn't found, then the last terrain piece to be searched will automatically reveal it.

If you want to make it a gradient, you can add +1 to the search every time (in which case, you find a free counter on 9+). Or, you can use the "X Marks the Spot" variant, and use numbered slips of paper- when searching, you flip the paper, and if it has the X, bingo. (The downside is that it's possible to find the treasure on the first turn... however, it avoids the stupid "I'm not going to search the second to last building, because it'll make your building automatically have the treasure".... that can last way too long, and ruins the flavor.)
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeFri 15 Apr 2011 - 12:58

This is, to say the least, a bit odd. Humorous, but never the less odd.

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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeFri 15 Apr 2011 - 17:00

Every once in a while, it's fine to have a holiday, non-canon game. GWs near me have a "kill santa" event ever Christmas, and the Mordheimer wrote a great Trick or Treat scenario.
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeFri 15 Apr 2011 - 22:18

This is a great idea! I love the potential for entertainment here.

I’d do it a little different for the eggs, but I like more randomness and some goofiness too. Id’ do it more like a wrydstone hunt. Place 1d3+1 counters (eggs) per warband on the table. At the end of the game, roll for what’s in the hollow (plastic style) eggs. (chart to follow) For the Easter Bunny, I’d use the Dark Jester. This would just seem up his alley. Could you imagine the Dark Jester with Bunny ears and a fluffy tail? Have the Dark Jester move 2D3+2 and Scatter Die. Plus, when he Demon’s Out, put a Demon mini out with Bunny Ears and Fluffy tail. Or, since it’s a one-time type scenario, you can find some rabbit type minis at the toy store.

Here’s an Idea Chart:
No xp for eggs! End the end of the game, roll 2D6: Pick a Hero who didn’t go OOA. (Why? Just for entertainment reasons)

11-12 Yeah, Wyrdstone! Add 1 shard to Warband Stores
9-10 Gold! Warrior finds 2D6 gold crowns.
7-8 Gold! Warrior finds 1D6 gold crowns.
5-6 Candy! Yeah! Warrior enjoys sweet candy treat and 2 gold crowns.
3-4 It’s Real! It’s not a fake egg, it’s a real egg. And it rotten! Warrior is sickened by the egg and starts puking. Warrior is -1 movement next game due to illness from stomach issues.
1-2 Explodes! The egg is opened and explodes! Hero is blasted with powder, causing him or her to cough, choke, and gag. Warrior misses next game due to illness. And worse, the warband all laughs at him because he’s cover in bright colored powder.


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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeSat 16 Apr 2011 - 14:36

Great scenario silliness Dahag. thumbsup
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeWed 20 Apr 2011 - 11:28

thank you von kurst and the others for your input! Smile

I finally left many rules as described above but implemented a table for the nest searching.

On a 5+ the nest contains one egg, on a 6+ it contains two. The other rolls (1-4) were mostly minor negative events as dripping on the hay, or flee because of a rotten egg etc...

the rabbit ogre was set at:

M6, WS4, S4, T5, W3, I1, A3, Ld9. Immune to psychology, step aside, dodge, cause fear.


The game mostly worked like as intended. The rabbit ogre was a threat but not ruining the game. the nests were sufficiently difficult to plunder with some funny situations happening.

The rabbit ogre appeared as soon as possible. the possessed warband spent about 6-7 turns bringing down the rabbit. in the meantime the lizardmen and the protectorate had beaten each other up trying to get hold of some nests which ended in the protectorate routing.

when the possessed finally got free they turned towards the lizardmen and had another hard fight for quite some rounds. The possessed finally won that one.

defensivewise the bunny was great, but did not kill a single model of the possessed warband. but S5 seemed too brutal.

also, the effect of a threat lurking somewhere to punish the greedy did not occur. on the one hand because of dice rolling (33% chance of appearance per model, which might be too high). on the other because he hand never the chance to disappear and reappear.

however, it was a funny game, but the (defensive department of the bunny) prolonged the game quite a bit...

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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeWed 20 Apr 2011 - 16:52

I just announced a Rabbit Ogre Egg Hunt to my group for this Sunday. Very Happy

One change I'm thinking about: as soon as the model holding the egg is knocked down, stunned, or OoA, the bunny steals back his egg, then uses the optional "Escape from Combat" rules on his next turn (pg 117 of the rulebook). If he makes his check he goes back into hiding.
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeWed 20 Apr 2011 - 17:29

Here's my take on the rules:

RABBIT OGRE EGG HUNT

Each year in the spring, the fluffy white Rabbit Ogre hides colorful eggs for all the good little children of Mordheim. Unfortunately all the wyrdstone-eggs have mutated him beyond recognition, transforming the Rabbit Ogre into a slavering, bestial hulk. Even worse, he plans to keep all the eggs for himself! The warbands of course do not take kindly to this sort of behavior. Not that they care about the children....

The Rules
Any warrior can invest a turn to search any building for eggs. At the end of the movement phase, a warrior that did not move may roll a D6. On a 5+ the search is complete and the warrior finds d3-1 egg tokens. That building can no longer be searched.

Any model carrying one or more egg tokens must roll a D6 at the beginning of each of his own turns. On a 1 the Rabbit Ogre leaps from the shadows to reclaim his stolen loot. Place him in btb with the unfortunate model. The Rabbit Ogre counts as charging for this turn.

If the Rabbit Ogre knocks down, stuns, or takes the egg-carrying model out of action, he automatically reclaims his stolen egg. On the Rabbit Ogre's next turn he will attempt to Escape from Combat (optional rules, pg. 117 of the rulebook). If successful, he will melt into the shadows, appearing again and attacking again in the same manner as before.

If the Rabbit Ogre is taken OoA, he drops all the egg tokens he has collected. Any model may pick them up by moving into btb with them.

Winning
The game continues until all buildings are searched or until all warbands but one route.

The Rabbit Ogre
M6, WS4, S4, T5, W3, I1, A3, Ld9. Immune to psychology, step aside, dodge, causes fear.

Experience.
+1 for surviving
+1 Leader of the winning warband
+1 For each enemy a hero takes OoA
+1 to a hero or henchman group for carrying an egg token at the end of the game
+ 2 for taking the Rabbit Ogre OoA

The Loot
The eggs are hollow, and each one holds a prize. For each egg token a model is carrying at the end of the game, roll 2D6 and consult the following chart:

11-12 Yeah, Wyrdstone! Add 1 shard to Warband Stores
9-10 Gold! Warrior finds 2D6 gold crowns.
7-8 Gold! Warrior finds 1D6 gold crowns.
5-6 Candy! Yeah! Warrior enjoys sweet candy treat and 2 gold crowns.
3-4 It’s Real! It’s not a fake egg, it’s a real egg. And it's rotten! Warrior is sickened by the egg and starts puking. Warrior is -1 movement next game due to illness from stomach issues.
2 Explodes! The egg is opened and explodes! The warrior is blasted with powder, causing him or her to cough, choke, and gag. The effected warrior misses next game due to illness. And worse, the warband all laughs at him because he’s covered in bright colored powder.
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeWed 20 Apr 2011 - 19:17

This sounds like fun, gonna propose it to my group for next weeks game
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeWed 20 Apr 2011 - 21:25

yes, I find you got a good synthesis of the proposed rules.

further, it is a great addition to let the ogre leave combat under certain circumstances. I can only endorse that. In my game the rabbit did not move an inch which was kind of sad. more mobility certainly will do the scenario much good.

please tell us how it went, ok?
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeWed 20 Apr 2011 - 22:25

Check back on Monday. I'll let you know how it went. Now to glue some bunny ears to my ogre...
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeWed 20 Apr 2011 - 22:27

You could always just mount a still wrapped chocolate bunny on a base, whoever kills the ogre gets to eat the corpse Smile
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeWed 20 Apr 2011 - 22:59

I may have to do that....THERE WILL BE PICS!
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeWed 20 Apr 2011 - 23:01

Questions.
1. Is there only 1 ogre? If he's spawned and fighting someone do others not have to roll?
2. If the rabbit is killed is he just gone or does he come back again? Seems like it might be interesting if he kept respawning until all the buildings had been searched.
3. Do you make the players escape with their eggs for them to count or does it simply end when the last building has been searched and the ogre is dead? Maybe each team can have a basket in their starting position?
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeWed 20 Apr 2011 - 23:44

Dahag has the final word on his own scenario, but in my opinion:

1. There's only one Peterror Rabbit. If he's on the board he won't jump out of the shadows at anybody else.
2. When you kill the Rabbit Ogre he's gone forever. Good job crushing the dreams of children.
3. Eggs act exactly like Wyrdstone shards. You get to keep what you're carrying when the game ends, even if you route.

Of course, if your warbands are fairly powerful you can have multiple rabbits to keep things interesting. Those things are known to breed after all!
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeThu 21 Apr 2011 - 12:00

@DRD1812: Very kind of you, thank you. But I'm glad you also brought ideas into it, it's not only my work after all... Especially as you are developing another version of the scenario...

to the questions (at least that's how we played it):

1. Only one Rabbit Ogre. If he is on the table no other appears. Of course one could create a bunny family with different stats Smile But as we played it, it was only one ogre. and he was quite strong, especially defensive-wise.
So more of them at the same time would be too much of a challenge i guess (at least for beginning warbands as ours are).

2. Agree. Dead is dead, but I have nothing against, if a necromancer brings him back to life again next year Smile

3. Yes, the part of the eggs is like in a wyrdstone hunt scenario. Models can give them to each other if in BTB. Also they grant +1 Exp to the models carrying them at the end of the game etc...

However, I would rule that the model loses the egg already when being knocked down or stunned. As otherwise the bunny will have a hard time to get them back (as he will soon be surrounded by a bunch of models.

above all (as has been said) I would try to guarantee that the bunny has a fair chance of escaping every now and then. for example if his enemies are all at least knocked down. or that he can voluntarily leave combat and take auto-hits.

we did not have these rules. he could only escape if no enemy models within charge range. That did never happen of course.

But we had the luxury that our bunny was controlled by a player. however, it did not make a lot of a difference, as the rabbit was glued to the very same spot for his whole miserable life Sad

i guess the game would be a lot more fun if the rabbit is quite dynamical...
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeMon 25 Apr 2011 - 16:23

Forgot to take pics. My bad guys.

It was a great game though. Six players, four kills for the bunny (one halfling cook, two Sisters of Sigmar henchmen, and a beastman chief) AND he survived the battle with 4 eggs in his possession. At one point there were 17 Sisters of Sigmar henchman attacks coming at him. Only one wounded, but it was his LAST wound. The freaking rabbit saved.

A few things that need to be clarified in this scenario:

1. If the rabbit comes in and counts as charging at the end of a player's movement phase, when is the rabbit's turn? Before or after the charged player's turn? We played "before," but the rabbit would often come in, club a guy, and get out with his egg before anyone had a chance to retaliate. I would recommend playing "after."

2. Is the rabbit vulnerable to holy weapons? The "Soul Fire" spell from the Prayers of Sigmar hit him twice, but since we only counted it as strength 3 to his toughness 5 it didn't do too much.
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeWed 27 Apr 2011 - 16:49

We played a few rounds of this last night and I think everyone had fun. We ended up making a few changes to the rules as we played and decided if we do it again we'll do a few more.

1. Increase the chance of finding eggs. We had a game where I think only 2 buildings had eggs in them.
2. We made the ogre come out on a 1 or 2.
3. Decided that game would end with a route
4. After all buildings had been searched Rabbit Ogre would come out on a 2+
5. After Rabbit has knocked down his target and stolen the eggs he flees on his turn, even if in base combat with others following normal rules.

Really we just wanted to fight the bunny Smile
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PostSubject: Re: Ra(bbi)t Ogre-egghunt   Ra(bbi)t Ogre-egghunt Icon_minitimeFri 16 Mar 2012 - 15:45

Cool ideas... But im always put off ogres as their so damn expensive Crying or Very sad What a shame, as their all beatifull models (in their own way Suspect )
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